EFFECT OF SCRABBLE GAME ON SECONDARY SCHOOL STUDENTS’ ACADEMIC ACHIEVEMENTS IN SELECTED ENGLISH LANGUAGE CONCEPTS IN ILORIN METROPOLIS

Temitayo Omolara Onasanya, Gboyega Ayodeji Aladesusi, Samuel Adenubi Onasanya

Abstract


This study examined the effect of scrabble game on secondary school students’ academic achievement in selected English language concepts in Ilorin metropolis. The study determined the differences in the academic achievement of students taught English language with scrabble game as well as the differences in the academic achievement of students taught English language with scrabble game based on gender among others. The study adopted a quantitative research design of an experimental and survey methods. Various statistical tools such as descriptive and inferential statistics were employed to answer the research question and test the hypotheses respectively. The results of the findings indicated that: (1) students performed well when taught English vocabulary with digital Scrabble game, (2) gender differences do not exist in using digital scrabble game to teach English vocabulary in Ilorin metropolis also Students have positive reaction to learning English vocabulary with the use of digital Scrabble game. The implication of the findings is that, engagement-based approach like Scrabble game can serves as an alternative approach to engage English language learners in the classroom. Thus, improving students academic achievement and retention. It was therefore recommended that, Scrabble game adoption should be encouraged among teachers and students.
Keywords: attitude; gender; scramble game.


Full Text:

PDF

References


Abanikannda, M. O. (2017). Towards enhancing quality learning among undergraduate students in Nigeria's universities: the place of social media networking. Proceedings of The 2017 Association for Innovative Technology Integration in Education Conference; That All May Integrate Technology for Instruction (pp. 13-21). Ilorin: AITIE.

Beggs, R., O'Neill, P., Virapen, K., & Alexander, S. (2009, March). The perception of gaming in higher education: gaming habits of University of Ulster staff. In 2009 Conference in Games and Virtual Worlds for Serious Applications (pp. 174-177). IEEE.

Charness, N., & Gerchak, Y. (1996). Participation rates and maximal performance: A log-linear explanation for group differences, such as Russian and male dominance in Chess. Psychological Science, 7, 46–51.

Croson, R., & Gneezy, U. (2009). Gender differences in preferences. Journal of Economic Literature, 47, 448–474.

Cook, T. D., & Campbell, D. T. (1979). The design and conduct of true experiments and quasi-experiments in field settings. In Reproduced in part in Research in Organizations: Issues and Controversies. Goodyear Publishing Company.

Cruickshank, D. R., & Telfer, R. (2001). Classroom games and simulations. Theory into Practice. Winter 80, 19(1), 75–81.

Darfilal, I. (2015). The Effectiveness of Using Language Games in Teaching Vocabulary The Case of Third Year Middle School Learners. Algeria: University of Tlemcen, Faculty of Letters and Languages, Department of English.

Denscombe, M. (2008). Communities of practice: A research paradigm for the mixed methods approach. SAGE Journals.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification".In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).

Gamal, S., & El-Aziz, R. M. A. (2011). The perception of students regarding e-learning implementation in Egyptian universities: The case of Arab Academy for science and technology.

Gardner, H. (1999). Intelligence reframed:Multiple intelligences for the 21st century. New York: Basic Books.

Gasaymeh, A. M. M. (2009). A study of faculty attitudes toward internet-based distance education: A survey of two Jordanian public universities (Doctoral dissertation, Ohio University).

Glover. (2013). Play as you learn: gamification as a technique for motivating learners”, Herrington,. Proc. of World Conf. on Educational Multimedia, Hypermedia and Telecommunications, (pp. 1999–2008). Chesapeake, VA.

Goehle, G. (2013). Gamification and web-based homework. PRIMUS, 23(3), 234-246.

Hadfield, J. (1999). Intermediate Vocabulary Games. Harlow: Longman.

Halpern, D., & Wai, J. (2007). The world of competitive Scrabble: Novice and expert differences in visuospatial and verbal abilities. Journal of Experimental Psychology Applied, 13(2), 79-94.

Hebblethwaite, B. (2009). Scrabble as a tool for Haitian Creole literacy. Journal of Pidgin and Creole Languages, 24(2). 275-305

Hsin-Yuan, H., & Soman, D. (2013, December 10). Gamification of Education. Toronto: University of Toronto. Retrieved from Inside Rotman: http://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf

Hsu, H. S., Lin, J. H., Huang, W. C., Hsu, T. W., Su, K., Chiou, S. H., Tsai, Y. T., & Hung, S. C. (2011). Chemoresistance of lung cancer stemlike cells depends on activation of Hsp27. Cancer, 117(7), 1516-1528.

Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Proceedings of the 16th International Academic MindTrek Conference (pp. 17-22). ACM.

Hu Hai-peng, Deng Li-jing. (2007). Vocabulary acquisition in multimedia environment. USChina

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.

Lam, S. L. (2017). Use of Gamification in Vocabulary Learning: A Case Study in Macau. CELC Symposium, 90-97.

Lubinski, D., & Benbow, C. P. (2006). Study of mathematically precocious youth after 35 years: Uncovering antecedents for the development of math-science expertise. Perspectives on Psychological Science, 1, 316–345.

Martí-Parreñoa, J., Seguí-Masa, D., & Seguí-Mas, E. (2016). Teachers’ Attitude towards and Actual Use of Gamification. Procedia - Social and Behavioral Sciences , 228(2016), 682 – 688.

Maass, A., D'Ettole, C., & Cadinu, M. (2008). Checkmate? The role of gender stereotypes in the ultimate intellectual sport. European Journal of Social Psychology, 38(2), 231-245.

McCarthy, P. (2008). Letterati: An unauthorized look at SCRABBLE and the people who play. Ontario: ECW Press.

Meyers, C. B. (2013). A word from our sponsor: Admen, advertising, and the golden age of radio. Fordham University Press

Mishler, Craig & Kenneth Frank. 2002. Gwich’in Scrabble. In Gary Holton (ed.), Proceedings of the 2002 Athabaskan languages conference, 1-6. Alaska Native Language Center Working Paper 2. Fairbanks: Alaska Native Language Center.

Mishra, S., & Panda, S. (2007). Development and factor analysis of an instrument to measure students’ attitude towards e-learning. Asian Journal of Distance Education, 5(1), 27-33.

Nassoura, A. B. (2012). Students' acceptance of mobile learning for higher education in Saudi Arabia. American Academic & Scholarly Research Journal,4(2). http://aasrc.org/aasrj/index.php/aasrj/article/ Retrieved on 10/11/2016.

Nielsen. (2006). Style. Indian affairs newsletter 159, Spring 2006, 1-5. (Reprinted from the 24 March 2006 edition of Watertown public opinion.)http://www.indianaffairs.org/resources/docs/indian_affairs_newsletter_159.pdf. (18 December, 2009.)

Oblinger, D. G. (2004). The Next Generation of Educational Engagement. Journal of Interactive Media in Education, 8(1), 1-18.

Piaget, J. (1962). The stages of the intellectual development of the child. Bulletin of the Menninger Clinic, 26(3), 120-128.

Prensky, M. (2009). H. sapiens digital: From digital immigrants and digital natives to digital wisdom. Innovate: journal of online education, 5(3).

Rodilla, R. (2012). Playful Learning in the EFL Class: The Beneficial Use of Board Games and the LEGO Serious Play Method, Action Research Project, Master in Teaching English as a Foreign Language. Alcala de Hanares: Universidad de Alcala.

Resnick, M. (2004). Edutainment? No thanks. I Prefer Playful Learning. Retrieved from http://llk.media.mit.edu/papers/edutainment.pdf

Schaller, D. (2006). What Makes A Learning Game? Retrieved from http://www.eduweb.com/ schaller-games.pdf

Siragusa, L., & Dixon, K. C. (2008). Planned behaviour: Student attitudes towards the use of ICT interactions in higher education. Hello! Where are you in the landscape of educational technology? Proceedings ascilite Melbourne 2008, 942-953.

Tierney, J. (5-31-2005). The urge to win. New York Times. Retrieved Sept 15, 2009 from http://nytimes.com/2005/05/31/opinion/ 31tierney.html?pagewanted=print.

Wen, J. R., & Shih, W. L. (2008). Exploring the information literacy competence standards for elementary and high school teachers. Computers & education, 50(3), 787- 806.

Voinov (2010). Words should be fun: Scrabble as a tool for language preservation in Tuvan and other local languages1 4 (2010), pp. 213-230




DOI: https://doi.org/10.25134/ijli.v4i2.5200

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Indonesian Journal of Learning and Instruction

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.